class EoSS_GamePawn extends GamePawn; //Again, naming conventions apply here. Your script is extending the UDK script

//This lets the pawn tell the PlayerController what Camera Style to set the camera in initially (more on this later).
simulated function name GetDefaultCameraMode(PlayerController RequestedBy)
{
	return 'FreeCam';
}

DefaultProperties
{
        Components.Remove(Sprite)
//Setting up the light environment
        Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
                ModShadowFadeoutTime=0.25
                MinTimeBetweenFullUpdates=0.2
                AmbientGlow=(R=.01,G=.01,B=.01,A=1)
                AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
                // LightShadowMode=LightShadow_ModulateBetter
  		        // ShadowFilterQuality=SFQ_High
                bSynthesizeSHLight=TRUE
                bIsCharacterLightEnvironment=TRUE
                bUseBooleanEnvironmentShadowing=FALSE
                InvisibleUpdateTime=1
        End Object
        Components.Add(MyLightEnvironment)
//Setting up the mesh and animset components

    Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
                CastShadow=true
                bCastDynamicShadow=true
                bOwnerNoSee=false
                LightEnvironment=MyLightEnvironment;
                BlockRigidBody=true;
                CollideActors=true;
                BlockZeroExtent=true;
                Scale=0.05
//What to change if you'd like to use your own meshes and animations
                PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
                AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_AimOffset'
                AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
                AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
                SkeletalMesh=SkeletalMesh'TestStuff.SkeletalMeshes.SK_BattleShip01'
        End Object
//Setting up a proper collision cylinder
        Mesh=InitialSkeletalMesh;
        Components.Add(InitialSkeletalMesh); 
		CollisionType=COLLIDE_BlockAll
		Begin Object Name=CollisionCylinder
		CollisionRadius=+0004.000000
		CollisionHeight=+0002.000000
		End Object
		CylinderComponent=CollisionCylinder
}